Hi all,
There is a new build up on the DEFAULT branch for TY2; and TRADING CARDS have gone live!
This build contains some additional new items, as per the list below, as well as all the changes in the last few experimental builds, namely:
- Massive kart racing handling changes
- Skin support for TY and the fourbie
- More achievements
- Fixes to the Buster the Nanobot boss fight
- Replayable first mission
- Fixes to music and sound effect reverb problems
- 100s of changes to art, sounds, graphics and effects.
Note that as mentioned previously, all kart racing leaderboards, and your best times for each race have been reset as of this build, due to the changes in kart handling.
As per normal, let us know any problems.
Have fun!
Linds
New Features In This Build
AUDIO
- Added missing Infrarang throw sound
CONTROLS
- Fix rang direction when throwing with mouse - so it works like the TY1 throw
GAMEPLAY
- Massive changes to Pocket Fluffy boss fight. This includes Fluffy "taunts" TY at the beginning, then immediately jumps towards TY; Fluffy jumps directly to the pillar TY is on at the time, rather than multiple jumps along intervening pillars. Jump speed also sped up; Fluffy melee range increased; Added state to shoot at TY if he is out of melee range while Fluffy is hanging on a wall; Fewer cloud mines spawn each wave; cloud mines may now be destroyed using the bunyip power punch (AoE); Fluffy can no longer shoot "steeply" downwards - the gun turret is limited to -20 degrees of pitch (which additionally prevents clipping into the mech mesh at steep angles); Fluffy fires more quickly while hanging on a wall, and can interrupt firing to melee if TY gets in melee range; Fluffy will no longer jump to the same pillar she is currently on if all that is changing is the cling position (she'll shoot at TY instead).
- TY2- made the bunyips swim faster on the water surface
GRAPHICS
- Add some bunyip wake and foot splashes for the Aqua Fluffies.
MISC
- Fix for filesystem crash that does a "bad MKINI" assert when loading an ini from a thread.
- Fixed input issue when you have 2 joysticks connected, it could vibrate the second joystick
- Fixed collectables not saving their used counts.
RACING
- Disable AI DDA when iceblocked - otherwise they can still gain on you when they are behind you
- Don't apply DDA to AI when they have a power boost on; so they don't go crazy-fast
- Reset race "best times" in save games
UI
- On the Skin Selection screen, user must press A to confirm the change to selected skin. Any other input is treated as "cancel" and the skin is reset to what was active when entering the screen.
- Fixed mouse being locked to the centre of the screen on the TrophyScreen, RaceResults and LeaderboardsScreen after a race if you entered the race from in game. The mouse unlocks on the TrophyScreen and relocks after the LeaderboardsScreen if you're in game.
- Added mouse support for Yes/No ControlTextBoxes.
- Shifted the mission timer to the top middle area of the screen.
Previous Experimental Builds Fix Notes
ART
AUDIO
- New sounds for cart racing (bumps and hits, engine sounds, skid sounds, rolling on the road sounds, smashing in to things)
- New sounds for footsteps, TY being punched, lasers, some environmental audio
- New sounds for splashes
- New sounds for battle bunyip attacks
- New sounds and sound updates for Patchy
- Fixed up some audio clipping of the fourbie engine sounds in the intro cutscene to the game
- Added Kart VO system, for the racers to use for overtaking, hitting the player with a weapon, or bumping into the player
- Ensured environmental effects don't play on music
- Set up the trigger to stop the reverb from effecting audio when exiting the sewers in town, when completing Ranger Ken's croc mission
- Stop audio effects when quitting to the main menu
- Stop audio effects when on the pause menu
- Fixed music cross fading so that the NEW music track fades in while the old one fades out, and adjusted fade time
- Changed bilby and platinum cog to play their pickup sounds as SFX not music, to fix music reversion issue
- Fixed Bilby, platinum cog and kromium orb SFX to not use environmental effects
- Fix for the incorrect music playing when exiting a Birrel and Squeaver mission area (by entering the fourbie) before the mission is complete
- Added new sounds to all the boomerangs
- they have multiple throw sounds now (impact and looping sounds)
- Added "successful bite" hit sound
- Fix for sounds using the Audio Fader to ignore the volume setting defined in the audio configuration file (was always playing at full volume previously). Example - TY's swimming sounds
- Tweaks to chopper sounds
- Changes to enemy death sounds for some enemies (croc, frill, generic enemy death)
CAMERA
- Many fixes for bunyips and the camera, and pushing out of water volumes, and the camera getting stuck above you
CUSTOMIZATION
- Added skins to TY and the Fourbie. Buy some with platinum cogs, from Trader Bob's. Get awarded some others by "doing stuff" TM
GAMEPLAY
- I wonder what this does? First person to find out, let us know! :)
- Added give and complete mission position markers for the maps for Haunted Hassle
- Racing: Large changes to cart racing position calculation during shortcuts, AI route selection (shortcuts, catchup) etc, based off feedback and QA testing
- Racing: Fixes for speedups not working
- Racing: make the spins even out when you're facing forwards-ish
- Racing: fix crash when AI takes a specific route type
- Racing: added pitch smoothing to the camera
- Racing: Increased the maximum allowed speed now that the pitch smoothing of the camera is working
- Racing: Fixed icons on the pause map not displaying
- Racing: Fixed current lap number being incorrect on restart of a race
- Racing: Fixed 8th place appearing with "default" text if you finished in 1st to 3rd when playing races single player from inside Chockers' shops.
- Added 4 x more achievements
- "Complete all Birrel and Squeaver Missions", "Buy all Mopoke's Maps", "Buy all Skins" and a hidden achievement.
GRAPHICS
- Fix shadow settings in Outback Dash race
- Fixed lens flare not rendering
- SSAO shaders now work with fog
- Dynamic brightness changed to use average brightness instead of max; so that areas of flame don't make the entire room dark, like seen previously in the Oil Rig
- Underwater wobble effect added, if Bloom is enabled
- Fixes to grass reflections drawing below-water grass in the reflection
- Added plankton underwater effect
- Fixes to the road shader to solve shader compile crashes
- Removed cross hatch glow from the loading gate's light objects and replaced with a diffuse glow
- Added cubemap support and changed road shader to use the cubemap
- Added a cheap brightness shader for when bloom is disabled, so that adaptive brightness works on a min-spec machine.
- Added GPU particle effects to the lasers for the critters, Shazza's laser weapon and the shadow bunyip's pew pew laser
- Fixes to the skid mark textures to be visible
- Fixes for shadow settings for Burramudgee and Sourthern Rivers
MISC
- Multiple memory leak fixes
- Fix for crash when using "Next Track" UI option for "All Tracks" cart racing from the main menu
- Fix for occassional camera weirdness (and potential crash) on restarting a race
- Crash fixes
- Fix for chunk queuing issue in Southern Rivers while driving the fourbie
- Fix for crash caused by uninitialised controller last device
- Stop crashes caused by crazy camera velocity when teleporting camera
UI
- Sped up the scrolling button group some more. Made switching to previous do a "one ahead" like switching to next does, so that you can see what's coming up on the list.
- Reduced cart scale to 3.3 and moved them downwards in order to try and lessen how much of some characters heads are obscured by the name text.
- New UI icons for Main Menu race track selection
- Update race results UI. In game version now uses the same as the frontend version (with the racer models).
- Pause menu "zoomed in" so that it fills more of the screen and less of the PDA is visible.
- Added "change skin" UI to the pause menu
- Added Rang count to game totals screen display, as it contributes to the 100% complete
MORE EXPERIMENTAL BUILDS NOTES
[*]ART: Improved noise texture for the water
[*]GRAPHICS: Add color support to shader to better support an effect used near the end of the game
[*]GRAPHICS: changed the way water alpha works so refraction is is tinted less by transparent water
[*]UI: Updated main menu cart racing selection UI
[*]UI: Moved cart configuration into new "Race Options" Screen, which can be found from the main menu cart racing. This is where you set up your split screen preference now (and in future may be where we add options like "no powerup" racing)
CART RACING
Basically, we've touched a LOT of things with the cart racing.
- The default controller controls are now right trigger to accelerate, left trigger to brake, A to jump/powerslide and X to fire weapons (and similar for the fourbie)
- Cart handling (turning), powerslide, boost out of powerslide, jump height, acceleration and max velocity have all been tuned
- Cart camera positions and FOV have been tweaked
- We've added in the option to do split screen vertically as well as horizontally (currently in the camera options screen)
- Cart camera smoothing for vertical "bumps" so it doesn't jitter all over the place
The long and short of this is that the carts handle a LOT differently, and we think a lot better.
The "downside" to this is that part of us making things feel better has resulted in the overall speed being somewhat reduced - so people will more than likely not be able to beat their previous best time, or get top of the leaderboard, compared to the old code.
The plan is to get peoples' feedback on all these changes, and make adjustments.
Then, once adjustments are made we will be resetting the leaderboards for the carts, as well as resetting peoples' best times.
Feedback very much appreciated!
BOSS FIGHT CHANGES
In addition to making the boss fights replayable, we've made some changes to BUSTER the Nanobot boss fight.
We don't want to go in to too much detail here (that's spoil it!) but in short:
- Attack ranges reduced to make him attack more
- Pauses between attacks removed to make it flow better
- Added some extra "boom" to some of the attacks ;)
Feedback would be awesome!
OTHER CHANGES
- ACHIEVEMENTS: 11 new achievements - should be awarded off loading a 100% save game and going to the game totals screen. See the achievements information for the game in Steam for details on what these new achievements are!
- ACHIEVEMENTS: Race achievements (come first in a race, come first in all races) should now award if you load a 100% complete save game where you've completed those races.
- ART: fix for alpha issues with the oil rig textures used in the buster boss fight
- ART: Envdome upres for Southern Rivers (overworld)
- AUDIO: added SFX for throwing a frill off a bunyip
- AUDIO: updated main menu SFX
- AUDIO: added new glide SFX loop
- AUDIO: Updated some cart racing SFX
- CAMERA: fixes for the camera clipping through the roof (eg stand on a crate in between bush rescue HQ and town; and double jump)
- CART RACING: Brand new in-game race UI for single player, split screen, and Chocker's shops.
- CART RACING: split screen races now draw the props on both views, if "Cart Prop Detail" is set to High (new settings option in screen settings)
- CART RACING: music for races starts on start of flythrough now
- CART RACING: fixed issue where some objects wouldn't shatter during cart races
- CART RACING: lots of cart camera fixes to smooth things out
- CART RACING: added vertical split screen option to multiplayer cart races (in camera options UI)
- CONTROLS: jump with ty is now on by default on a fresh install
- CONTROLS: Change default controls for vehicles for left trigger = break, right trigger = accel; X = throw/fire; A = jump/slide
- CRASH: fix for crash if exiting level/to main menu; while in the middle of a boomerang throw
- GRAPHICS: fixes to fading in of objects when SSAO is enabled to fix some of the "pop to black" issues
- GRAPHICS: omni lights update while changing rangs from rang selection popup
- GRAPHICS: net fixes for m12 to make it more like the original release
- GRAPHICS: reflections are fixed for clipping and draw distance
- GRAPHICS: fix for helicopter mission ssao issues (1cm nearplane and 1km farplane!)
- GRAPHICS: fixed edges on invincibility texture particle effect
- GRAPHICS: added road shader specular
- GRAPHICS: fix for graphics corruption if both SSAO and Bloom are disabled on boot
- GRAPHICS: fix shadow setting not initialising if shadows were set to "off"
- GRAPHICS: tweaked all shadow settings for all races
- LEVEL DESIGN: Added some decoration props to the beach area.
- LEVEL DESIGN: Set some per-level grass detail settings for Burramudgee to improve performance
- MISSIONS: Grindstone Cowboy control and camera fixes; and graphics fixes
- MISSIONS: boss fights are now replayable
- MISSIONS: Buster the nanobot fixes
- PERFORMANCE: grass now runs on the gpu
- UI: Added per-level collectable information pages to the pause screen (scroll through on the game totals tab)
- UI: new race shop UI updates (chocker's) with trophy visible if you've won
- UI: Added a scroll to the race win flag background to make it a more dynamic looking.
- UI: added map for Canopy Capers
- UI: sped up speed of scrolling button groups on the UI (for long menus eg shops)
- UI: fixed the "press start to play" text for the race intro to reflect your last used control device
- UI: race hud now displays the name of the race during the flyover
- UI: boss fights now have a different icon on the map; once you've finished them
- UI: fix for sound options not being able to be changed on the main menu
- UI: added animated dunny to the "you've lost" screen for races
- UI: new location banner system (only used for shop entries ATM)
- UI: All of the shops have new UI, icons etc